/* * This file is part of the Haven & Hearth game client. * Copyright (C) 2009 Fredrik Tolf <fredrik@dolda2000.com>, and * Björn Johannessen <johannessen.bjorn@gmail.com> * * Redistribution and/or modification of this file is subject to the * terms of the GNU Lesser General Public License, version 3, as * published by the Free Software Foundation. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * Other parts of this source tree adhere to other copying * rights. Please see the file `COPYING' in the root directory of the * source tree for details. * * A copy the GNU Lesser General Public License is distributed along * with the source tree of which this file is a part in the file * `doc/LPGL-3'. If it is missing for any reason, please see the Free * Software Foundation's website at <http://www.fsf.org/>, or write * to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, * Boston, MA 02111-1307 USA */ package haven.glsl; import static haven.glsl.Cons.*; import static haven.glsl.Function.PDir.*; import static haven.glsl.Type.*; import haven.glsl.ValBlock.Value; public class GLColorVary implements ShaderMacro { public static final AutoVarying color = new AutoVarying(VEC4) { protected Expression root(VertexContext vctx) { return(vctx.gl_Color.ref()); } }; public void modify(ProgramContext prog) { prog.fctx.fragcol.mod(new Macro1<Expression>() { public Expression expand(Expression in) { return(mul(in, color.ref())); } }, 0); } }